Base boss: Difference between revisions

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(Removed ParentName and TargetName cause... well it just looked off; Updated the description. (ill add KV BaseAnimating after I tidy that template up eventually))
m (Replace raw enable/disable inputs with EnableDisable template.)
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==Inputs==
==Inputs==
{{IO|Enable|Enables the entity.}}
{{IO|Disable|Disables the entity.}}
{{IO|SetHealth|Sets the entity's health to this value.|param=int}}
{{IO|SetHealth|Sets the entity's health to this value.|param=int}}
{{IO|SetMaxHealth|Sets the entity's maximum health to this value.|param=int}}
{{IO|SetMaxHealth|Sets the entity's maximum health to this value.|param=int}}
Line 25: Line 23:
{{IO|RemoveHealth|Subtract this amount of health from the entity.|param=int}}
{{IO|RemoveHealth|Subtract this amount of health from the entity.|param=int}}
{{IO|SetSpeed|Sets this entity's speed to this value.|param=int}}
{{IO|SetSpeed|Sets this entity's speed to this value.|param=int}}
{{I EnableDisable}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1}}



Revision as of 13:22, 24 May 2021

Team Fortress 2 base_boss is a point entity available in Team Fortress 2 Team Fortress 2. Its the entity that thetank_bossentity, seen in Mann vs. Machine, uses as a base, and has most of its behavior originating from. Thus so, it shares many behavior found within thetank_bossentity. A few examples being:

  • Crushes engineer buildings that collides with it
  • TFBots treat this entity as an enemy
  • Drops currency pack on death
  • Plays sounds to a client when it gets damaged

By itself, it is static and does not perform anything. However, it is still of use in setting up a custom hitbox for any custom static NPC bosses

C++ In code, it is represented by theCTFBaseBossclass, defined in thetf_base_boss.cppfile.

.

Keyvalues

health ([todo internal name (i)]) <integer>
Determines the initial health.
model ([todo internal name (i)]) <string>
Filepath to the model this entity will use. Will use the model bounding box to determine its hitbox and collision
speed ([todo internal name (i)]) <float>
The speed that this entity moves.
start_disabled ([todo internal name (i)]) <integer>
Start the entity disabled.


Inputs

SetHealth <integerRedirectInput/integer>
Sets the entity's health to this value.
SetMaxHealth <integerRedirectInput/integer>
Sets the entity's maximum health to this value.
AddHealth <integerRedirectInput/integer>
Add this amount of health to the entity.
RemoveHealth <integerRedirectInput/integer>
Subtract this amount of health from the entity.
SetSpeed <integerRedirectInput/integer>
Sets this entity's speed to this value.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs

OnHealthBelow90Percent to OnHealthBelow10Percent
Fires when the entity's health goes below X percent of its maximum health.
OnKilled
Fired when the entity is killed.


Trivia

  • Initially, this entity was made for the ultimately scrapped PvE gamemode, Raid, and was to be featured more extensively with the mode's custom NPC bosses.